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Found 14 results

  1. I'm making this topic largely in case someone else comes across the same issue I did, so that they can (potentially) find the answer to their problem sooner rather than later. The title says it all, basically. Principia, which changes the way physics are handled in KSP, does not play nice with the Firespitter plugin-- specifically, "FSengineBladed" and "FSbladeLiftSurface". I've looked through the code but I haven't found an obvious source for this incompatibility, but I am certain that it comes from those two classes conflicting with/improperly using Principia's slightly different physi
  2. This addon is under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International license 2020 Update Well, it's back now. For now, unless a lot of you would like otherwise, I'll be sticking with KSP 1.8.x as this is the only version Firespitter officaly supports at the moment. I've seen some people haven't gotten it to work for them on 1.9.x versions and it's probably not going to work on 1.10.x versions either. The farthest it can go that I can say it will from experience is up to 1.9.x versions, however if you do decide to use Firespitter and Firespitter E
  3. I've just built an aircraft with mod parts, the landing gear specifically being from the Firespitter mod. Even when I load the craft, it starts moving backwards, but it stops when the engine starts and is put at full thrust. But when I try to land the plane and stop, it begins to go into reverse again. I turned off the reverse movement in the wheels, but it didn't stop. Starting the engine doesn't do anything, nor does braking, only an annoyingly loud noise. What could be the issue?
  4. I have a recommendation/request for prop engines: How about adding an option for counter-rotation on multi-engine propeller aircraft? There is already an option to reverse spin in the engine options, but that also reverses thrust. The torque created by two props spinning in the same direction can often unbalance or negatively affect flight characteristics on many of the builds I attempt. Especially with more than two propellers. I know this is an old, old, old problem going back before the P-38 Lightning. And I understand that there's a vast difference between a real-world solution and
  5. I'm running the OPT parts mod as well as firespitter. Every time I load in this particular vehicle, which is using parts from the OPT mod, it spawns about a KM in the air above the runway. Looking at the debug menu gives me the error "ground contact! - error Moving Vessel up 997.025m". I'm willing to bet that its just a part i have on the plane acting up and i'm gonna do some more testing but I was wondering if there was a known fix for this or if there was a way to stop the game from trying to self fix any ground clipping issues. It seems kind of strange for the game thinks that the solution
  6. I have this helicopter that I'm making with firespitter, and it keeps on flipping out whenever I launch. Any tips? FYI: My center on lift is on top of my center of mass.
  7. Need some help, comrades! But first, sorry for my ugly english I making aircraft and my fuel tanks contains 6 units of L. fuel (30 kg) Wanna use this 6 units for 45 minutes flying at 100% thr. I copy-pasted this module from Firespitter engine and changed a bit. MODULE { name = FSengine thrustTransformName = thrustTransform maxThrust = 0.55 powerProduction = 40 engineBrake = 15 powerDrain = 10 velocityLimit = 0,1; 20,0.95; 25,0 fuelConsumption = 0,0.00001;1,0.002 atmosphericThrust = 0,0;0.9,1;1,1 resources =
  8. When i install firespitter the game crashes the game on startup, i also installed it when the game was playing and reloaded the database and it crashed help firespitter is a very important mod and i need it for other mods like airplane + and community ammunition library
  9. My engines don't spin but provide trust i installed it to game data.Any ideas how to fix this problem Reply Thanks
  10. This morning I taught myself to apply both Firespitter fuel switch and Interstellar Texture Switch to stock parts (Mk2 fuel tanks) copied out to another folder. I have what I believe is a lovely idea which will ultimately and fashionably integrate with (all of) the life support mods. I've developed some custom textures for them following the format of the stock parts' associated DDS so I can have 2 or 3 tanks referencing the same texture file, keeping down the number of texture files, but my altered parts only recognize the stock texture and I would like to have a Mk2 quarter size among t
  11. Hey, I'm using @Snjo FStextureSwitch2 module for my SpaceX pack, and it's great and works great. Now, I got the problem, that when I have a part with multiple meshes (say the landing gear, which has for one the leg itself, the 5 different pistons and the anchor) firespitter will not switch the textures at all. When I right click the leg, it says "Current Texture: ", as if it wouldn't even find the texture root folder. I am 100% sure that the folder is correctly specified in the module. Here's how it looks like: MODULE { moduleID = 0 name =
  12. Does anyone have problem while running FireSpitter in the 1.0.5 version of KSP ? Even after downloading the latest version of it ( the version for the 1.0.5) I still can't manage to see rotor rotate, and a LOT of mods who use FireSpitter Addon (B9 Aerospace, ...) have a lot of part unusable because they have some features than don't work. ( AMD CPU (6350), 8GO RAM)
  13. Hi. I'm looking into the FireSpitter mod and the list of modules such as FSmeshSwitch, FStextureSwitch2 and FSfuelSwitch. I'd like to experiment with something that switches Modules inside a .cfg file for a part, like how FStextureSwitch2 switches the textures a part is using. Specifically, I'd like to give the player the option to click through a list of options for an Engine part in the VAB. Each option is a ModuleEnginesFX with a separate name. The end result be some kind of FSModuleSwitch. Does this option currently exist? Can FsfuelSwitch, which I know how to us
  14. I really like Rotational Habitats and I can launch myself (that squash down and then expand out), but the IVA windows are always immersion breaking for me as I can explain So I just had a thought about IVAs, windows, with Firespitter and Infernal Robotics, perhaps with a little of Kerbal Planetary Base System with HullCamVDS thrown in. Firespitter rotational habitats don't work with windows in IVAs as the IVA itself won't rotate, so we get the strange anomaly of seeing the part rotate past the window breaking the immersion. Firespitter also won't allow you to attach additional ite
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